Action!/Schtick/Enhancement

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Originally created for the Zombie! Campaign. Boosting your natural abilities through internal special effects. Biononics, genetic modification, sorcerous enhancement, daoist powers. These abilities have a lot in common with Unique schticks and Attribute schticks. Normal cost 20 points, boosters 5 points.

Enhancement[edit | edit source]

Technobabble: Standard effect is based on Fu with Passive Cost 3. Standard duration is Focus Sequences when Active.

General enhancement[edit | edit source]

Proficiency[edit | edit source]

One of the following abilities: Passive: +3 EV modifier to Proficiency. or
Focus: +4 AV, +3 EV to Proficiency for Focus Sequences.

Primary Attribute[edit | edit source]

One of the following abilities: Passive: +2 modifier to Primary Attribute. or
Focus: +7 modifier to Primary Attribute for Focus Sequences.

Secondary Attributes[edit | edit source]

One of the following abilities: Passive: +3 modifier to Move or Initiative. or
Passive: +2 modifier to Wound Threshold, Shots, Presence, Focus points, Luck points or Power points. or
Focus: +7 modifier to Primary Attribute for Focus Sequences. or

=[edit | edit source]

Special Abilities[edit | edit source]

Sense Energy[edit | edit source]

Passive: You can sense all kinds of energies around you.

Control Energy[edit | edit source]

Action: Enhancement+Focus roll Diff 15 to gain +3 AV to your next roll. Focus: Gain a +d10 to an Enhancement roll.


Sense Falsehood[edit | edit source]

Passive: You can detect lies with a Interaction/Social+Empathy vs Difficulty [target's Deceit+Manipulation].

M.U.L.E.[edit | edit source]

Passive: Your Carrying Capacity is increased by a factor 4.

Fine Motor Control Feedback[edit | edit source]

Passive: Your